unreal.RigPhysicsControlComponent

class unreal.RigPhysicsControlComponent(parent_body_component_key: RigComponentKey = Ellipsis, use_parent_body_as_default: bool = False, child_body_component_key: RigComponentKey = Ellipsis, control_data: PhysicsControlData = Ellipsis, control_multiplier: PhysicsControlMultiplier = Ellipsis, control_target: PhysicsControlTarget = Ellipsis)

Bases: RigBaseComponent

A component that can be added to hierarchy elements (joints) to add the data required to control the simulation of them

C++ Source:

  • Plugin: ControlRigPhysics

  • Module: ControlRigPhysics

  • File: RigPhysicsControlComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • child_body_component_key (RigComponentKey): [Read-Write] The body being controlled

  • control_data (PhysicsControlData): [Read-Write] Describes the initial strength etc of the new control

  • control_multiplier (PhysicsControlMultiplier): [Read-Write] This is the currently active control multiplier.

  • control_target (PhysicsControlTarget): [Read-Write] Describes the initial target for the new control

  • parent_body_component_key (RigComponentKey): [Read-Write] The body that controls the body being controlled. If this is dynamic, it will be affected too. If unset, then it implies a global control.

  • use_parent_body_as_default (bool): [Read-Write] If true, and if the parent body component key is not set, the parent body takes a default value, obtained by searching upwards in the hierarchy until a bone with a suitable physics body is found (if there is no body found, then the control will be inactive). If it is false, then this search is not done, so the control will be in simulation space.

property child_body_component_key: RigComponentKey

[Read-Only] The body being controlled

Type:

(RigComponentKey)

property control_data: PhysicsControlData

[Read-Write] Describes the initial strength etc of the new control

Type:

(PhysicsControlData)

property control_multiplier: PhysicsControlMultiplier

[Read-Write] This is the currently active control multiplier.

Type:

(PhysicsControlMultiplier)

property control_target: PhysicsControlTarget

[Read-Write] Describes the initial target for the new control

Type:

(PhysicsControlTarget)

property parent_body_component_key: RigComponentKey

[Read-Only] The body that controls the body being controlled. If this is dynamic, it will be affected too. If unset, then it implies a global control.

Type:

(RigComponentKey)

property use_parent_body_as_default: bool

[Read-Only] If true, and if the parent body component key is not set, the parent body takes a default value, obtained by searching upwards in the hierarchy until a bone with a suitable physics body is found (if there is no body found, then the control will be inactive). If it is false, then this search is not done, so the control will be in simulation space.

Type:

(bool)